The Whimsical Mountain
A blog that's mostly OSR rpg, presented one bullet point at a time.
Thursday, May 28, 2026
GLOG Crossover Multiverse Class: Every Orc
Monday, April 27, 2026
Smoke Kisses Sky - Session 4: Brewing Tensions and Journal Entries
Meanwhile the collection of hunters that helped with taking down the Beast are starting to part ways. Rosemary is going to go upriver and over the mountains to the Great Wood where Moss is strongest. The poor unlucky woman does not want to be struck by lightning, so seeks the powers of Moss, becouse Glazier tells her that lightning is in the domain of Crystal. Bellum plans to get a safe distance away from Yelenin before the fighting starts while still operating in the Jabberwacky's marshes, since he's a local lad. Dame the Vivisector is going north to the Fallen City to slay dragons.
While politics are happening the background, she also decides to investigate the Sphinx of Black Quarts with a professional. The Glazier is able to find time in his busy schedule to venture to the previously explored cabin with the protection of the Apprentice and Matilda with her two companions. When they arrive, the craftsman-priest pays introduces himself politely to the unintrested oracle and looks at the statue. He translates the inscription to say “Swear on me, be judged and accept what you deserve” and explains that there is likely to be a specific phrase that is involved. By process of elimnation the answer must be in the cabin's final unexplored room, Distal's nest. However before getting to that, the old skeleton man admonishes Matilda and crew for not buring the bodies of Claricia and Inezch and directs them to correct thier error. During this process it's discovered that Inezch has wizard teeth, which are useful alchemical ingrediants that go unplundered, due to everyone's watchful gaze. Then the Glazier and Apprentice headed back to the villiage, becouse they have shit to do.
Meanwhile the party had to think about how to get inside Distal's nest without bothering the light senstive monster. The one time the oracle is known to leave that place is during the full moon, and after consulting the calander, it fortunately turned out that this very night it was the full moon. So the party just rested in the upstairs cabin until nightfall. During which time Matilda read Claricia's journal, learning more about how she died to her own poison, that her blood was cursed, how she tamed both Distal and Miette and her worries for both of them and her husband Inezch.
Ease Of Running
Lunar Coincidence
Kitsuragi Effect
Thursday, April 23, 2026
Smoke Kisses Sky Session 3- First Thunder Clap
Last time we left Seo-Yun Matilda she was preparing to head off on the hunt, but she was stopped by the Son's Wife, who bought the alchemical supplies she had pilfered from the cabin along with the encoded recipe book. Both her party of five and the Son't party of five ventured in search of the beast. During that day, Matilda and co. encountered fishermen during the day but decided to press further into the night. In the dark they encountered the Son and the two surviving bandits that journeyed out with him, and everyone headed back and to recover at the Lily of the Waters.
On the next attempt the day after that, Matilda decided to join forces with the Son, who got two other bandits to join him. One upside is that from the Son's last encounter they had a solid trail to track the monster by. During the day they did not encounter anyone, but the insects were particularly restless, the reeds stung when you moved throught them, and mud sucked in your feet in worlpools, a sure sign that the waters were conspiring to riot against all. Mechanically this meant that everyone crits against everyone. If they pressed into the night, then they were sure to find the beast and it was sure to be a decisve battle one way or another. And press on they did, the marsh in it's agitation let the Beast right to them, stretched out, skin white like corpse wax, and ever so hateful. It started approaching them calmly and was about to say something, then Matilda shot and missed.
As the Beast screamed and charged at the Gun Shepherd, only the two men present, Bellum and the Son failed thier Morale save, as the Beast ran over and left a horrible gash in Matilda causing her to go unconcious. The Beast then aimed at the Son, but failed and fell into the mud, followed by Dame Vivesector who also missed and fell and started sinking into the marsh under the weight of her armour. The mute Halina, unable to call a retreat went to prevent Vivesector from drowning. Rosemary fired her gun and dropped her gonne. Then one of the bandits, named Gwen blew a massive hole in the monster with a firelance, which was quickly followed up by pikes from two other bandits Laural and Scarlet.
When Matilda regained conciousness, she was at the bandaged at the Lily. The Beast's corspe was burned already, and the Son took credit for the kill, keeping most of the reward within the Family's coffers, however Matilda and co did get paid, and the Son did commend Matilda's bravery in the face of Beast. While recovering, the Gun Shepherd overheard the Son's Wife talking her husband into killing the Father in a duel but decided not to stick her nose in the buisness becouse she wouldn't mind either of them dying. In the resulting duel the Son died. The Beast has died but more trouble is brewing in Yelenin.
Riot Against All
- 6: Riot Against All. All results count as critical for all actors. All magics are + but incite water's uproar, probabilities inverted.
Gradual Accumulation of Characterization
Mechanics of the Hunt
Simulationist Woes
Forgotten Elements
Spectre of Death
These are the rules for death used, and needless to say Alice chose for Matilda to suffer a Wound. I am currently debating if I want to pick up the action while she's still in recovery and therefor vulnerable or not. I think I had the duel happen somewhere in the middle of the recover week.
What Next
Thursday, March 26, 2026
SKS Intermission: Kung Fu Fighting
So this week I wasn't up to running another session ofr Smoke Kisses Sky, instead we had two kung fu fights dispersed in an evening of hanging out.
FIGHT ONE: FIRST BLOOD
The first fight between Tanya (played by me), the cyborg with a grappling hook prosthetic and Jane Doe (played by Alice), a women with the secret art of behaving as Solider from TF2 happened on Denver Main Street, in it's pedestrian section with the cute little coffee shops and hot topics and such. Then the two warriors lock eyes and Jane Doe says,
"Prepare to die, I have killed 50 men in the last hour."
Tanya looks down with a steely gaze and responds "I have killed 100 men in the last 10 minutes, and you will be next." then swings free her dao.
I forgot to mention that Denver is on fire. Riots, panic, ninjas, robots, ninja-robots with complicated familiar relationships with the previous two, but let's not get into it, this isn't about them.
Jane Doe rocket jumps first swinging her trusty shovel, and what follows is blur of arial combat. Grabs, counter-grabs, hook shots pulling into things, kissing on either the mouth or lips, rocket jumps pushing away, the battle ascends up a lamp post and a tree. At one moment Tanya tries to grab Jane Doe with her hair as long as chain, but she parries with toes like cleavers that deflect the hair in a shower of sparks. Another was Tanya backflipping while holding Jane Doe, ramming her face into the ground. However, Jane Doe was able to reach fast enough to catch the projectile flying towards her, by which I mean earth. Then Tanya sieses the oppertunity and slices Jane to ribbons, who explodes into video game gore and actual literal blood, all over the cyborg.
Satisified with the results, we went and did some other things until I got curious about how the game would feel with d12 kungfu dice.
FIGHT TWO: REMATCH
Years later in Neo-Denver, which again on fire. Atop a skyscrapper lock eyes and Tanya says,
"Impossible, how are you alive?"
"I respawned."
Then the immidately went to combat. Tanya attempted to throw Jane off a building, which led into another arial brawl with grabs, kisses, rocket jumps and grapple shots. The details here are a bit murky but Tanya was on the back foot this fight, gets pierced in the forehead with a left pinky as powerful as a spearhead, then trying get away from disasterous cleave kick by grapple hooking to throw of the aim, but this unfortunatly caused her arm to fly off. She hangs here loosely as Jane Doe falls throught the air and flames of Neo-Denver dance on the surface of the glass.
Tanya
- Can become light enough to stand on an egg.
- Warbody:
- Reclining Moon Blade
- Hair as chain
- Lips as cleaver
- Feet as hammers
- Clockwork Lockwork School
- 1.Grappling Hook
- 2. Grappling Hook
- 3. Backflip
- 4. Grab
- 5. Spray
- 6. Kiss on Mouth
Jane Doe
- Reacts quickly enough to catch strikes or projectiles
- Warbody:
- Shovel
- Hammer Legs
- Cleaver Toes
- Spearhead Left Pinky Finger
- School of the Burning Tower Photograph
- 1. Rocket Jump
- 2. Land on Head
- 3. Grab
- 4. Climb
- 5. Take Picture
- 6. Kiss on Lips
Rules We Made Up On The Spot
Closing Thoughts
Tuesday, March 24, 2026
Smoke Kisses Sky - Session 2 Report: In Which I Vent
Last wednesday I ran the second session of Smoke Kisses Sky and I had a much more difficult time with it. I think it went well enough from the player's end, but I came away from it unsatisfied. Gloomy person that I am I might not have written up this report at all, if not for an encouraging comment on the last post. Therefor I am going to make a post, but a lot of it is going to be complaining about how I ran this session, you have been warned.
The session picked up where we left off, in the basement of the old apothecary, where everyone encountered the oracle Distel. I quickly established that everyone feels a sense of instintual fear, and that this creature can deal damage to max HP, however it's currently non-hostile. Matilda managed to navigate throught a conversation with it without aggravating the shade, learned some rambled clues about what is going on, but the ever unlucky Rosemary recieved an omen that she'd be struck by lightning. Then a huge part of the session was spent grappling with blood vines before they were methodically taken care of with Dame's vorpal shears and some shears found in the cellar. This was a major paint point for me, more on this later. With the blood vines cleared away, an old alchemical lab was uncovered with a corpse in the center of the vines whose dried blood is bright red. I mentioned that Matilda as an alchemist would know that this blood is powerful and she could use the heart as an air reagent, however this would negatively effect her reputation with her followers, so she decided not to desecrate the body. From the alchemical lab they looted several books and unidentified alchemical supplies, most notable a ciphered alchemical recipe book. Then avoiding the room where Distel resides, they went into a boarded up room and found the Sphinx of Black Quarts. Realsing it was magical and powerful but unable to read the description, they headed back to the town, had a nice sauna, listened to the Glazier explain the meaning of sphinxes a little and made plans to hunt the Beast of Yelenin the next morning.
Grappling
Mental Load
Conviction and Experince
Conclusions
Thursday, March 12, 2026
Smokes Kisses Sky - Session 1 Report: Welcome to the Marsh
In proper GLOG fashion it’s stitched together from many different pieces, run on Hilander’s House Rules, except with G24 weapons categories. Alice is playing firstGokun’s Gun Shepherd but also knows Low Alchemy. It is set under the Shadow of Glory, but also along the Jabberwocky river (from the hit yet-unreleased community zine the char3terie). Also it uses doggerland vices and daemons.
I wanted to do a narrative retelling of the session and have two drafts of this post where I attempted to do so, but I have kinda given up on that. It was a fun session and a successfully eased both the character and player into an unfamiliar world, but not one that's easy to retell. It involved a lot of exposition that was dynamic as a conversation, but I haven’t found a good way to translate it into text (a better writer might be able to, but not me as I am now). So instead I’m going to talk about what parts of the session I want to talk about.
As a brief overview, the Gun Shepherd Seo-Yun Matilda arrives in a small town of Yelenin that has been besieged by a terrible beast, hitching a ride on a steamboat owned by a hunter to come here to hunt the thing. The first thing she sees is a ritualized duel, during which she talks with a friendly gnome who explains who all the people are and why everyone around here is wearing face paint. The duel concludes in a stalemate, and in the evening she eats dinner at the local tavern/gambling den/temple, where she hears rumors, learns more about who the local important people are and joins forces with other shady characters here to hunt the beast, one of which helps her get her own face paint. Then in the morning she travels through the swamp with her new companions to the abandoned apothecary half a day’s walk out of town. On the way there they encounter a weird person trying to sell them old junk. Arriving at the cabin they do some classic dungeon exploration, one of the companions has her arm possessed, and the weird person threatens and gets its head instantly beheaded. The session ends with a different monster poking out its head through a hole in the wall.
Arrows in your Quiver
The custom I feel that I conveyed the best was Painted Faces, and it was also the one we spent the most time exploring. At one point Alice asked what the face paint of one of the character’s was after I forgot to introduce it when they first appeared, and she commented about how useful it was in post session discussion. Both of which I’m needlessly happy with.
The second best communicated custom was Generosity which I managed to set up as a little mystery. In the tavern I introduced the Father as a petty tyrant who went out his way to serve food to everyone himself. Later when I explained how Generosity works, Alice had an “aha” moment when she understood how the people around here are being extorted.
The Law of Blades was introduced with the duel, but took a back seat. Which I think makes sense because it’s not a custom she immediately needs to understand to meaningfully interact with the setting. It’s something that would become more important the closer you get to domain play and the campaign isn’t there yet.
Sauna Speech was not mentioned at all, and the importance of saunas is only hinted at here and there. I didn’t bring it up at all because Sauna Speech is something that will come up naturally during post-adventure downtime and after Alice has familiarized herself with the characters.
Lesson on Characterisation
Poor Rosemary
Unfortunate Mettie
Guns
Saturday, January 17, 2026
You are made of mud, and mud is made of this. (Shadow of Glory Setting Primer)
A while ago, Hilander, briefly ran a campaign for Sylvanas, theisticgithoniel, PRIMEUMATON and me where we all contributed bits of lore before running. That setting has lived rent free in my head since then, and this post has bits and pieces of their writing throughout it mangled beyond recognition.
The food we eat is a reflection of land we live on. The soil, the climate, the plants and beasts that make their home in a place all inform the character of our cooking. Even when you bring crops and traditions from far away, a bit of local dirt will find its way between our teeth. Sorcery is much the same in this regard, even if sorcerers claim all powers come from the heavens.
In the Southern Deserts where the Sun is omnipresent and the shadows are sharp. All things define themselves in relation to that light. Thus there is no room for magic that is not either with him or against him. Solifugae priests breath in his blessings, fell wizards ensnare the vulnerable in their shadows and mystics shine at night, mirroring the stars in the sky.
In the Silvered City there are a thousand aqueducts and ten thousand mirrors. Water and light are channeled by sophisticated mechanisms. It is the home of mathematics, engineering and the rites of the lock and the key. It is also writhe with art, politics and commerce. Constant voices, countless eyes watching and watching those who watch back. Here the Moon holds at least as much sway as the Sun, appearances may be deceptive but touch a mirror and you will know where the boundaries are.
In Naz-Guradar they do not look to the sky, because it’s so often obscured. When you are surrounded by fog the stars may not guide you, then you must rely on your other senses. Therefore the witches of this land pay attention to what is underfoot. Spirits in the dirt beneath your fingernails, spirits that you can lick off rocks. Perhaps they are the magicians who best understand how magic is like cooking.
To learn a sorcery you must understand its land. To not get consumed by sorcery you must understand the people that live there. Naz-Guradar is warm in the summar, cold in the winter but always, always wet. Moss and lichen coat old statues and chew at the remnants of pigment left behind by the wizard-kings of ages past. Any witch worth her salt will tell you that history lies in the soil, and the soil is made of four things.
Crystal
Rigidity, Strength, Order
It was here first, and for long eons it was eternal. Long before Naz-Guradar, the crystals stood in straight hexagonal columns. Its lowest form is crumbling rock, followed by pliable metal and highest of all, immortal gemstone. On a clear day you might look up and see a shattered glass castle hanging in the sky. Some say the old elves lived there, that they were things of cold immortal beauty, and that this is what killed them.
Your Crystal score is added to Armor Class, Damage, and Saves against poison.
Resource: Pure Crystal
A spellcaster may channel a spell or raw MD through pure crystal to cause a special effect, bargained for with the Referee. (If multiple crystals are used, multiple effects can occur). On a mishap, pure crystals shatter, dealing 1 damage if they were held in your hand.
- Blue - Soften, Weaken, Dissolve
- Pink - Seek, Attach, Cling
- Crimson - Lift, Accelerate, Invigorate
- Salt - Deny, Seal, Reflect
People: Returned
Ancient true humans brought back to life by an unknowable curse. Immune to fatigue and non-spiritual poison. Skeletal.
Custom: Law of Blades (Duel Till Shattering, Sworn Swords)
- Purpose: To keep order.
- Practice: When a worthy someone declares a oath or law, the glaziers are called upon to make a glassblade. The specifics of the decree may still be negotiated while the blade is worked on, but must be settled by the time they finish. The only way to annul this decree is to shatter the glassblade, and the only honorable way to shatter it is in a duel, wielding a glassblade of your own.
Weapon: Glassblade
A fine weapon made of glass, pure crystal and oath. Will tell its law to those who can hear. When the blade is struck, or the wielder dealing a crit, it has a [Damage Dealt]-in-8 chance of shattering.
Stance: Unscratched
Add Crystal to Armour Class a second time when your opponent is targeting your weapon. You are not considered a duelist in Naz-Guradar until you learn it. (Shadow of Glory duelist to come, this Lesson will be available to all styles like Truth is in Carrion Gods, or it might be a general rule. Haven’t decided yet.)
Euphanism: Glass Cutter
Roughly analogous to king maker or grey eminence. Someone who doesn’t have direct power but decides important matters. Glaziers are often suspected to leave flaws in blades, either to further an agenda or because they were bribed.
People: Solifugae
Foreigners from the Southern Deserts, but clearly a kin with Crystal in their blood. Fang-mawed, beady-eyed arachnid people subject to many unsavory rumors. Rather frightening to look at and prone to sudden movements. Their terrible jaws are D6 Melee weapons with Bind (1).
Moss
Life, Chaos, Adaptation
Plentiful rain and gentle winds have turned the land green with it, and the people have adapted. Moss covers anything exposed to the sky and porous enough to hold to. It breaks weak Crystal and makes soil, giving space for new growth. Understanding of this power has reached even the Silver City, where they name it Rot.
Your Moss score is added to Maximum Hit Points, To-Hit and Saves against paralysis.
Resource: Herbs and Lichen.
Many folk, especially gnomes, have discovered useful varieties. Some say that if you find the right herbs one might live forever.
- Bulb-Moss - Grows bulb-ended edible fruit that taste lightly sweet and crunchy.
- Fire Carpet - Causes unbearable itching and stinging. Thin yellow spines.
- Fairy’s Beard - Causes fanciful hallucinations for d6*10 minutes if the spores are breathed in. Long, white, hangs from dead trees.
People: Gnomes
Startlingly diverse, rather populous, genderless on account of being born from soup, all rather short and herptile. Social, +2 to reactions in villages.
People: Tallfolk
Mostly humanoid with pointing ears and smooth skin of almost any hue. Carry +3 Bulk.
People: Shadows
Short humanoids with skin in impossibly dark hues and shining white eyes. Can smell gold and blood.
Custom: Humility (Generosity)
- Purpose: To keep score.
- Practice: To accept food and drink from another means that you acknowledge them as a provider and thus must show them due deference. If you want to be equal to someone who fed you, they must accept food from you in turn. It is considered virtuous for one’s standing among their peers to fluctuate with the seasons.
Title: Chief/Chef
In the local language, these are the same word. A leader is expected to know how to know their way around a kitchen, and a cook generally has some authority.
Cautionary Tale: The Proud Fisherman.
There once was a fisherman who was beloved by the river, and thus never went hungry. He was generous, always providing food to those who the river did not love. In his vanity he forced absurd demands on his peers and insulted them by never accepting offered food. He lived like this until one day the other fisherman forced hemlock down his throat and the river drowned the village.
Craft: Booze
Fine wines and bizarre liquors are treated as equivalent to a meal. Mostly so chiefs can have dinner with their lessers without shaking the balance of power.
Legend: The Sacred Wellesprings
They are found in deep dungeons, and are tended by semi-immortal Moss-Eaters. This name is somewhat ironic, since most people eat moss.
Paint
Passion, Creation, Revelry
Growing and crumbling materials can come together to give rise to things greater than the sum of their parts. It goes beyond images, and includes music, spice, dance and fluttering silks. Laughter, weeping, fury, all the things that bring color to your face. Art was not first wrought in the Silvered City, but here, it’s remembered in the ivy covered murals, and songs passed down through generations. When the paint flakes off or wine is spilled, it gets mixed into the soil. Be wary not to get lost in the feeling, drunk on love and hate.
Your Paint score is added to Reaction rolls of 7 or higher and subtracted on rolls lower than 7, also being normally added to Initiative and Saves against Sleep.
Legend: The Grand Opus
There were seven wizard-kings once, who set aside their differences to make a great piece of art. Each one responsible for a color.
People: Elflings
The atavistic curse of the old Elves, outsiders to both the worlds of spirits and people. Each one’s soul is a spell, but their body is of another race. They can cast their soul as a cantrip if not touching salt.
People: Foxes
Cunning and fiery, these little beasts can transform into something like a Tallfolk, but they always have a Tell.
Custom: Painted Face (Persona, Visage, or simply Face)
- Purpose: To communicate identity.
- Practice: Adults participating in society are expected to put on face paint each morning, and act in accordance with the face they chose. When you paint your face you can communicate three of these five facets. Not wearing a visage is seen as antisocial.
- Primary Emotion - Anger, Joy, Sorrow, Serenity.
- Animal, Mineral or Vegetable - Bear, Sturgeon, Onyx, Flint, Oak, Lotus.
- Social Role - Musician, Wife, Chef, Robber, Prankster.
- Gender - Man, Woman, Neuter, Mage.
- Relationship Status - Married, Celibate, Single and looking, Single and not looking, Single and looking for a fight.
Danger: Possession
Spirits are everywhere in this land, they are faces without heads, breath without lungs. The risk of possession is greater for those whose face is bare, because spirits see it as an empty canvas, and those whose visage matches the spirit’s persona, because of the resemblance. Thankfully, the latter is much rarer.
Tradition: Family Faces
The designs of visages are passed down through generations. Unless someone wishes to distance themselves from their roots, their face will likely contain at least one facet of the clan persona. Both because it’s an important part of one’s identity and because it’s much preferable to be possessed by an ancestor then some forest devil. These are the visages of some of the most storied clans.
- Bright - Glazier, Diamond, Married. When people think of a glass cutter they think of Master Bright. Bright was said to be the first mortal to craft glassblades and thus the Bright clan is tremendously wealthy and influential. Originally a family of shadows, but they have adopted many promising craftsmen over the years.
- Meadsong - Bear, Chef, Drunk[emotion]. Their founding ancestor was said to be a tallfolk of such size that she could eat 30-50 boars and drink 70-80 barrels of mead in one sitting. Nobody went hungry at her table, and nothing happens in Port Ashara without the Meadsongs hearing of it.
- Bellman - Fear, Oak, Warrior. Among the tallfolk there was a man who felled a war god with a resonating hammer throw. From that day he was known as Bellman, and his descendants wear faces with exaggerated eyes and practice their hammer throws to this day. If you ask a Bellman why they wear the marking of fear, they laugh dryly and ask what bravery is.
- Atiok - Excitement, Sword Lily, Woman. The first Atiok was a kindly gnome who loved stories and had a gender which is quite unusual for a gnome. If not for her murals then many tales would be lost in the fog of history. Her descendants are said to have a particularly close connection to Paint to this day.
- Crimson - Rage, Mage[gender], Single and looking for a fight. There is no one alive who carries the blood of this ancient wizard-king in their veins. However their face is still remembered, and it is worn by the bold as a statement and invitation.
- Mist Stalkers - Fox, Grief, Celibate. They do not speak, they are rarely seen, and it might even be right to call them a family. The one thing we know is that they have the secret to traversing the Deep Fog.
Fog
Dullness, Inevitability, Emptiness
Yes it is in the soil here, if that seems nonsensical to you then you have not experienced true Fog. It is something with weight, pressing you down like a heavy blanket. One wades through it like through water, air thick enough that you're forced to take slow steady breaths. Some say that it is older than Crystal, that all things came from it and all things will return to it. It’s not all bad, there is a sort of comfort in having to slow down and consider.
Your Fog score is the amount of Fatigue you recover during a rest, it’s also added to Sneak and Saves against Possession.
Craft: Cloud Bedding
Fog can be captured. People make rather soft pillows and bedding from fog. There’s an elaborate feng shui to keep it from negatively affecting you, but if set up just right, sleep becomes heavenly, restful and dreamless. (+2 to recovery, gotta pay the fog catcher and feng shui specialist. Sabotage-able.)
Danger: Deep Fog
There are places where the fog is especially thick. Stay too long in it unprotected and you will lose memories, fall asleep and never wake up. Fog catchers tend to develop grey hairs and bleached skin on their fingers.
Custom: Sauna Speech
- Purpose: To communicate openly.
- Practice: Around once a week, people go to the sauna to cleanse their bodies and spirit. It is one of the few public places where one is expected not to wear a face, and thus speak freely. In a proper sauna where the steam contains Fog, forms are blurry and indistinct. This gives everything spoken a degree of anonymity and plausible deniability. What is shared in the sauna, stays in the sauna.
Apparel: Sauna Mask.
A light cloth veil worn when going in and out of the sauna. In Naz-Guradar nobody is worried if you see their bare body, but it’s very embarrassing to show a bare face. On nights when spirits are particularly lively, parents will put them onto their children.
Paradox: The Silent Song
How can something be so light and so heavy? Overflowing yet empty? Do you feel there is something you can’t quite remember?
You may have noticed discrepancies in geography, this is because what I know as the Southern Deserts exists under two different skies. This too can be thought of as a form of Fog.





